Several of our mainline campaigns are in the works for upgrades at the moment, which includes adding characters and enhancing existing scenarios. We are looking for more artwork to supplement these upgrades, including the following:
We are happy to announce that Wesnoth is now able to accept donations on Liberapay . While Wesnoth does rely on the work of dedicated volunteers, no project can function completely cost-free. Revenue from the Apple App Store and from donations goes towards maintaining our servers,...
There have been numerous important forum posts and wiki articles written by users and developers. We reference these pages a lot, and decided to put them together in a convenient list.
Write clearly, be nice to others, and be very careful when posting anything related to politics or religion. When asking for help, remember that everyone here is a volunteer. Prefer editing your previous post over double posting. No animated avatars or graphical signatures. Don’t plagiarize other’s...
can not get it to compile... ;(
i have fink.
i have sdl (through fink)
i have the sdl frameworks (downloaded)
i have the wesnoth 1.0rc1 source (from the tar.gz)
i have the MacCompileStuff-Wesnoth-0.9.6.tar.bz2
I've made a little fractal map generator (well, OK, modified one to spit out Wesnoth map files ;) ) that I thought would be handy.
Basically, a program called worldgen outputs relatively realistic GIANT Wesnoth-style maps, then a program called chunk takes little segments out of it. That way, you...
Just discovered that there was a bug / omission in the map generator. The generator receives its defaults from the config file, but it just ignored the island_size parameter. While this might be intentional, which I doubt, it prevents scenario designers from generating islands and coastal maps by...
How can I basically say:
Suppose I make this move. Then where can the enemies go?
so that I can see whether making the move would break my zone of control, for example.
The current preprocessor is very unreliable. With the previous, old one, at least I knew about what it could do, though it was not very flexible. With the current one, there are many situations in which it fails for no reason I can figure out (My preprocessor implementation finds no problem there)....
tar.gz version - 0.9.1
Patch should work on any version for a while.
I've tinkered around, with my minimal coding skill, in the wesnoth source. The result is a deterministic Wesnoth that may still be balanced (I don't know yet if it is, you tell me :)). I suspect this will not be recieved well by...
Not sure when this bug was reintroduced, but in going back to do a droid runthrough of HttT, I discovered that upon the AI winning The Elves Besieged, the campaign ended. Hopefully this bug is in the vicinity of where the previous droid patch fixed this and not the result of code added elsewhere....
In wesnoth, in file filesystem.cpp, function
register_zipdir(std::string&) line 91 (I not sure since i wrote some
code in this file...) : zipios::ZipFile zip(game_config::path + / +
fname); an exception is throw by zipios that is no caught by wesnoth
and cause a unexpected shutdown.
First of all, you should know that my programming experience consists of PHP and a tiny bit of Python, so please be gentle with me.
I recently started making an autopackage for Wesnoth, after a long discussion on #wesnoth (i suggested that someone could do it, and i ended up being forced to do it...
I'm working on an AI, (I have been planning it for a year or so now, almost since I joined, it seems,) and need some way to emulate a move in a deterministic manner (average damage per unit, doesn't matter much if it's rounded down) as well as the visible effects of WML events after my turn. (I...
Anyone had the courage to try compiling Wesnoth with 4.0 yet? Rumor* has it that with optimization off (-O0), it compiles C++ much faster than earlier versions did.
hi,
i´m from Germany. And i´ve seen, that the description for each unit isn´t complete. i´m developer (c++, java, ...)
could anybody tell me, with what kind of software i could change the .cfg datas? :?: :?: :?:
Currently, the data which is unserialized is automatically translated using gettext when marked as translatable. Then, when it is serialized, the translated version is stored.
On an environment where there is only one language, this is generally OK: Re-serialized strings are correctly translated,...
While working on some cooked_traits hack, I came across a bug in unit::generate_traits() in units.cpp. Currently, traits are not assiged uniformly such that each of the 10 possible combinations has a chance of 10%, but according to the following spectrum:
I've tried to do a little random map generator, and here is the first totally working prototype (as : I don't have to modify the result map to play it).
The code is currently a mess (only a few French comments, all class members are public and all parameters are hard coded), but I should be able...
as subject. If the developers agree, I will start working on a patch for this, unless someone is already responsible for it. If the devs think it should be left for later, I'll probably do it as soon as we branch or reach a point in which the game is ready for such a feature.
I've just added some experimental networking code which makes use of something we've avoided so far in Wesnoth development......threading.
Sending and receiving data to and from the network can be a time-consuming, but not CPU intensive operation. Thus in a single thread, if you send or receive...
I figured I might as well spend some time working on a feature people actually cared about, instead of poking around with fractional moves and non-leader recruiting and stuff. So....
This is not a patch to enable multiplayer campaigns, but it is a baby-step in that direction. This patch...
I'm in the process of rewriting some parts of the low-level user interface. Rationale: lots of code are currently duplicated through Wesnoth. For example, the disappearing scroll buttons in the help system problem can easily be fixed; but it shouldn't have to be fixed. Once the same bug was...
So in poking around the code to see how feasible adding a team color feature to unit graphics would be, (see I realized that although the algorithmic portion of the code was quite easy, it would be more difficult to do than I had originally hoped (probably pushing it to a post 1.0 feature). This is...
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